Update: I've refined a few of my points in this article to focus less on the whole "how much it costs to make a video game" angle, because I'm not exactly an expert on project funding. I think the point I'm trying to illustrate about Kickstarter as a whole is now clearer, and articulated in a more generally-applicable manner.

Note: This piece is of tangential relation to Android (and it grew more tangential as I wrote it), but the game in question is a joint Kickstarter venture promising an Android game, M.U.L.E.